The first full moon boss STUNK and if that's the kind of experience all my compulsive life sim dungeon-ing is leading up to, I don't wanna stick around!

SERIOUSLY we're talking a fight with all the usual non gameplay RPG staples:

-It's got NO WEAKNESSES, so all that earlygame promoted ONE MORE/SHIFT stuff you've been playing with until now just ISN'T INVOLVED OR TESTED! It's just a basic damage sponge! Overly simple! Uninteresting!!

-It summons MOOKS that WHILE APPEARING LIIITERALLY IDENTICAL TO DUNGEON ENEMIES YOU'VE FOUGHT ALREADY - all have totally made up and impossible to discern weaknesses unique for the fight! Have fun THINKING you've identified an advantage just to NOT GET IT for some reason!!! Cool!!! (It's NOT cool). Arghh!!! I'm not gonna get invested in your stupid video game systems if I know you're just gonna lie to me randomly!!!

-Aaaand the killer! The OLD FAVORITE! Status ailment moves that worked before during regular gameplay just! DON'T! Anymore! Of course they don't! They never let those things work when it would matter or be interesting!! Not even on the lesser goons the boss spawns! For just no reason at all they do not work! Forget they exist and go back to spamming regular attacks and healing sometimes!!! Yay!!!!!! I mean.... LAME!!!!!! I. am. not. Problem solving!!!! Die!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Yeahyeahyeah babybabybaby it's fucking PERSONA 3. It's SATISFYING and understands BREVITY in the pacing of its simple fun well enough, but LIKE - I don't wanna hang out with a thing for x number of hours just to not actually end up using any big brain RPG power!

Minding my biz, so mind your own biz!

(Shoutouts to the XBOX GAMEPASS and not spending 70 dollars on ps2 games!!)

Reviewed on Feb 20, 2024


4 Comments


2 months ago

Bosses after that one all have weaknesses and puzzle systems to figure out. The fodder enemies also have weaknesses.

2 months ago

There's a balance to be had with status effects and ailments cause of how powerful they are in most RPGs. While I agree that they shouldn't all just be nulled, doing things like stopping the boss from taking turns or dealing unmitigatable damage over time quickly trivializes a lot of stuff. Honestly, it can bend the stick in the direction of uninteresting too.

2 months ago

^^ Very true! Ya don't want bosses to just become inactionable and equally boring in that way from some dominant strategy. In some ways these simple turn based games are harder to make than the nutso action things... THE DAMN GOOD RPG SYSTEMS be tricky to make engaging... I'd like more to play with and observe than what this simple sponge was offerin' anyway!!

I am just SO offended that you can't even status ailment the simple mooks the guy summons at all... I wanted to charm them or something as a way to deal with the repeated summoning, but do they seriously want me to simply ATTACK and SURVIVE over and over??? What is this... a 10+ year old simple ps2 game?? ah well...

2 months ago

Note I'm speaking in general about RPGs cause I haven't gotten to play p3 yet, but at a baseline, I think debuffs should always work in combat (bosses can null specific debuffs, sure). Things like DEF down, ATK down, etc. cause this adds a lot of strategic component to games. When it comes to ailments, I think its understandable why they don't want people to charm/sleep/stun lock bosses, but theres still some good ways to implement it. You can introduce a major luck-based component like Pokemon does and just make it really hard to land the status, or you can delve more into niche ailments that lock the bosses out of certain options. I'm pretty iffy on stacking DoT effects (probably cause I'm salty how my friend cleared Slay the Spire on his first try by just stacking poison damage on bosses) but fixed damage DoTs are pretty fun to work with.

I agree just tanking and spanking JRPG bosses can be mind-numblingly boring and uninteractive. Definitely a pain point for the genre overall. This is kind of why I prefer SRPGs as they introduced things like positioning, height, movement, etc. as an additional factor to consider in combat.